It's failing running a python script that checks the dependencies for the modules. I had it set to python2 so that it would use version 2 of python which is apparently the version that works correctly. What happens if you put the PYTHON=python2 back in?

This is a new MacBook Pro running 10.9.2. I think I followed the instructions to install MacPorts and Xcode properly. According to whereis, python is in /usr/bin/python but returns null for python2.

Edit: Looks like this MacBook has python 2.6 and 2.7, the default being 2.7.5. I tried changing python2 to python2.6 and python2.7 and didn't get the command not found error but it always winds up with:

IIRC python2 was on my system by default, though I upgraded to 10.9 from earlier versions, Apple may well be including different versions of things like this by default now, IDK. maybe you can try downloading some different 'official' versions of python and try them (use fink or brew or whatever) rather than the Apple flavored version. I'm not at my mac right now so I can't check what the actual version of python is working and where it came from, but I'll reply again when I am.

Type make. You will get some warnings about not having compiled the source for any model but these instructions are purely for getting the utilities to compile. You'll end up with our first utility, raw2dng, amongst other things like the module files.

Maybe everything went fine? Guess I'll have to wait until Friday night when I get home to find out.

$ make EOSMmake -C /Users/rosiefort/magic-lantern/platform/EOSM.202 [ VERSION ] ../../platform/EOSM.202/version.bintruncate: illegal option -- sInternal error!make[1]: *** [../../platform/EOSM.202/version.bin] Error 1make: *** [EOSM] Error 2Now I'm stuck again. I tried to build other platforms listed in the Makefile with the same results. I searched the wiki and forums for a fix but ran out of time for this weekend. I'm taking off tomorrow for another week of work away from my computer. No rush, but if anyone could give me a hint at what to try next I'd really appreciate it.

BTW--do I really have to compile ML before compiling raw2dng? My goal is simply to get raw2dng_cs2x2 running on a Mac to deal with the pink dots in EOS-M raw footage. Thanks!

I tried to bypass this error to set CFLAGS with CFLAGS=-Wunused-command-line-argument-hard-error-in-future and CFLAGS=Wno-error=-Wunused-command-line-argument-hard-error-in-future but nothing to do. Only remove the flag works for the moment

Before://~ #define CHROMA_SMOOTHAfter:#define CHROMA_SMOOTHDevelopers--excuse me if I'm making this very elementary but I'd like to make this clear to non-programers who have cameras with pink dot issues and are on Macs.

[PATH_TO_raw2dng] [PATH_TO_*.RAW_FILES]Of course you can put the compiled raw2dng program in a location that can be found in your "PATH" but setting it up depends on your environment and which shell you're using.

For any one else that wants to compile raw2dng on a Mac--please note that the instructions in the OP (original post) won't get you there and developers pointing to other posts are only going to lead you further down the rabbit hole. All that you need is in the magic-lantern/modules/lv-rec directory of the source code. You will need to get the gcc compiler running on your Mac but that can be as simple as installing Apple's Xcode from the app store. It is a free download. You'll also need to install mercurial and dcraw, MacPorts make that pretty easy. What you don't need to do is set up a complete ARM cross-compiling setup if you just want to get raw2dng working.

It would be great if the pre-compiled GUI raw to dng Mac apps could have an option to turn on CHROMA_SMOOTH for users who aren't able to compile ML.

https://bitbucket.org/hudson/magic-lantern/commits/5b78fb409ac81d2bec6b9fecdd352af26d3b27a5I commented it completely out (the change is self consistent) and despite a slew of errors I am able to develop a binary. When I use it to post process my photos it work but not as expected. The colors are "off".

I'm new to ML and somewhat new to C programming. I'm trying to get up to speed with ML development so that I can try and get development for the SL1/100D moving a little faster. I'm currently dealing with an error while trying to compile:

make -C /Users/James/documents/repositories/magic-lantern/platform/100D.100 [ VERSION ] ../../platform/100D.100/version.bin[ VERSION ] ../../platform/100D.100/version.c[ CC ] version.o[ CC ] boot-hack.o../../src/boot-hack.c: In function 'my_task_dispatch_hook':../../src/boot-hack.c:302:5: error: implicit declaration of function 'qprintf' [-Werror=implicit-function-declaration] qprintf("dispatch context->pc=0x%08X entry=0x%08X\n", context->pc, task->entry); ^cc1: some warnings being treated as errorsmake[1]: *** [boot-hack.o] Error 1make: *** [100D] Error 2Based on my experience with programming in php and javascript and a little with arduino, I'm guessing qprintf is not exactly a required element in getting ML to compile but I'm not familiar with qprintf specifically unlike printf and sprintf. Can someone tell me if this is something I need to worry about or how to get this error resolved?

[EDIT]

I'm thinking there's an include that missing from boot-hack.c like stdio.h or the like, but again I'm new to ML and mostly new to C so I'm not entirely sure.

I've been having a PM exchange with Danne over compiling raw2dng and mlv_dump command line tools on the Mac and thought I'd share our success and failures with others on the forum. This seemed to be the appropriate forum topic to post this.

Apparently raw2dng, mlv_dump and cr2hdr can be compiled without having to install a cross platform ARM environment in order to build ML.

Starting with a virgin Mac, here's how to compile raw2dng:

1. Install Xcode. This is fairly easy because it is an Apple app.

2. Install the command line tools. This is a part of Xcode but apparently it isn't installed automatically. MacPorts has the instructions on how to get the command line tools working: https://www.macports.org/

make raw2dngYou will get some warning messages but don't worry, in that directory you will find the compiled raw2dng command line tool. It is easy to spot because it doesn't have a file extension.

By the way, what I wanted was a version of raw2dng with chroma smoothing turned on in order to take care of the pink focus pixels on EOS-M raw video. This was very simple to do because it is spelled out very clearly in the raw2dng.c code starting on line 33:

/* useful to clean pink dots, may also help with color aliasing, but it's best turned off if you don't have these problems *///~ #define CHROMA_SMOOTHI just removed the "//~" and it worked!

Next up, mlv_dump:

Trying to figure this one out on the forum topic was confusing because people were trying all sorts of things but the issue seems to be that the code was written on Linux systems and Apple Xcode sets up the developing environment differently. Long story short:

sudo port install gcc47 +universal; sudo port select --set gcc mp-gcc47; hash gccIt takes a long time to run this, about a couple of hours on my system, so patience! Once it finishes you should be able to compile mlv_dump as well as raw2dng without having to make any source code tweaks.

Finally, cr2hdr:

Running "make cr2hdr" in the magic-lantern/modules/dual_iso directory gave me this error:

/bin/sh: rst2html: command not foundIt looks like the Mac doesn't have rst2html installed. From what I found out that is a part of docutils but there is no docutils in MacPorts. I tried installing py-docutils. That didn't get me rst2html but it did install /opt/local/bin/rst2html-2.7.py so I made a soft link to it like this:

Hope this helps other ML users who want these command line tools running on their Macs. During my many attempts at compiling these tools I ended up installing some unnecessary components--hope I didn't leave out any necessary ones! Maybe one of them is truncate? If so, it can also be installed through MacPorts.